ppsspp/Core/Reporting.h
Unknown W. Brackets 1233d1d376 Reporting: Disable when debugger methods used.
This won't catch all means of hacking memory, but will catch some.
Trying to reduce noise in reporting from debugging.
2022-07-30 18:21:32 -07:00

90 lines
2.8 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/File/Path.h"
#include "Common/LogReporting.h"
class PointerWrap;
namespace Reporting
{
// Should be called whenever a new game is loaded/shutdown to forget things.
void Init();
void Shutdown();
// Check savestate compatibility, mostly needed on load.
void DoState(PointerWrap &p);
// Should be called whenever the game configuration changes.
void UpdateConfig();
// Should be called when debugging APIs are used in a way that could make the game crash.
void NotifyDebugger();
// Returns whether or not the reporting system is currently enabled.
bool IsEnabled();
// Returns whether the reporting system can be enabled (based on system or settings.)
bool IsSupported();
// Set the current enabled state of the reporting system and desired reporting server host.
// Returns if anything was changed.
bool Enable(bool flag, std::string host);
// Use the default reporting setting (per compiled settings) of host and enabled state.
void EnableDefault();
// Report the compatibility of the current game / configuration.
void ReportCompatibility(const char *compat, int graphics, int speed, int gameplay, const std::string &screenshotFilename);
// Get the latest compatibility result. Only valid when GetStatus() is not BUSY.
std::vector<std::string> CompatibilitySuggestions();
// Queues game for CRC hash if needed.
void QueueCRC(const Path &gamePath);
// Returns true if the hash is available, does not queue if not.
bool HasCRC(const Path &gamePath);
void CancelCRC();
// Blocks until the CRC hash is available for game, and returns it.
// To avoid stalling, call HasCRC() in update() or similar and call this if it returns true.
uint32_t RetrieveCRC(const Path &gamePath);
enum class ReportStatus {
WORKING,
BUSY,
FAILING,
};
// Whether server requests appear to be working.
ReportStatus GetStatus();
// Return the currently active host (or blank if not active.)
std::string ServerHost();
// Return the current game id.
std::string CurrentGameID();
}